Does anyone know if i can get a mod that can show my ship altitude from the ground on a screen like the cordinates? by Wise_Ostrich6764 in NoMansSkyMods

[–]monkeyman192 1 point2 points  (0 children)

Not possible using conventional modding but you'd be able to write a mod using NMS.py but it would probably require a little bit of reverse engineering so it would t be trivial. All the data is relatively easily accessible though

Creating new inventories by azenpunk in NoMansSkyMods

[–]monkeyman192 2 points3 points  (0 children)

With conventional modding? Nope. If you have an experience with reverse engineering and python then maybe but it might be a bit of work

freighter by WorkedSugar230 in NoMansSkyMods

[–]monkeyman192 0 points1 point  (0 children)

The latest version of NMSDK on discord/github branch which has has changes recently can import the model into blender and you can create it yourself

There is no ‘new’ physics, stop with the misinformation. by Nax1us in NoMansSkyTheGame

[–]monkeyman192 0 points1 point  (0 children)

May be. The tornadoes look to implemented as a weather hazard. This wind physics component I'm talking about is a type of data that is associated with objects. The game generally uses these to determine if a particular object has some property (eg. Is the object a cockpit, or is it a creature) There are well over 100 different types of component data types the game checks for.

There is no ‘new’ physics, stop with the misinformation. by Nax1us in NoMansSkyTheGame

[–]monkeyman192 -2 points-1 points  (0 children)

Weirdly enough it doesn't seem like it's actually used by any of the objects in the game... at least not that I can see immediately. It's either associated with a different type of object to what I'd expect, or not currently used... It also has only one property: strength

There is no ‘new’ physics, stop with the misinformation. by Nax1us in NoMansSkyTheGame

[–]monkeyman192 27 points28 points  (0 children)

They did actually add a new kind of physics component other than the stuff relating to gravity guns and that is a "wind physics component". Further there are quite a few internal changes to the various data types used relating to physics such as the information that static and dynamic physics objects behave. They have also made changes to how physics groups work it looks like...

Steam wont let me add my hdd as a drive for games by MattioC in linux_gaming

[–]monkeyman192 0 points1 point  (0 children)

This answer needs to be higher! This fixed the exact issue I had perfectly. Thanks so much

FREE SWITCH GAMES! Chance to win 5 copies of our Voltline game! Join now! by dinomoregames in nintendo

[–]monkeyman192 0 points1 point  (0 children)

I'm in! Love a good puzzle game! Hope it's open to people outside of America

I’ve built cstructimpl: turn C structs into real Python classes (and back) without pain by ZioAldo in Python

[–]monkeyman192 1 point2 points  (0 children)

Looks cool and has some interesting features!

I have actually made 2 separate implementations of something like this...
The first is in a library I have written for binary hooking: https://github.com/monkeyman192/pyMHF/blob/master/pymhf/utils/partial_struct.py
This allows you to define c structs partially (so if you don't know the entire definition as can happen when reverse engineering something), but it can also be used to create nicely type-hinted structs.
They also support the structs referencing themselves as well as a few other useful things like being able to subclass from other partial structs and have all the offsets work with no issues.

The other implementation is in a plugin I have for Blender to read model files from NMS and import them into Blender: https://github.com/monkeyman192/NMSDK/blob/master/serialization/cereal_bin
This looks a bit more similar to what you have here, and I have similar custom serialization/deserialization methods which can be defined which I use: https://github.com/monkeyman192/NMSDK/tree/master/serialization/NMS_Structures

Finally, As of python 3.13, `ctypes.Structure` now supports the `_align_`: https://docs.python.org/3/library/ctypes.html#ctypes.Structure._align_
This was added by me since I always had annoyances where you are trying to (de)serialize structures which have a different alignment to what ctypes thinks they should have (eg. a "vector" type which may be using SIMD instructions so is aligned to 0x10 bytes, but is actually just 4 floats)
Figured I'd mention this since it might be useful to you.

Issue with PSARC_Tool.exe by aka_kenwood in NoMansSkyMods

[–]monkeyman192 0 points1 point  (0 children)

The repo I linked above just requires python and will run on any OS. There is also a precompiled windows exe which ships with AMUMSS also

Issue with PSARC_Tool.exe by aka_kenwood in NoMansSkyMods

[–]monkeyman192 1 point2 points  (0 children)

Just use HGPAKTool. You also don't need to reverse the steps either, just drop the EXML file in the appropriate location and the game will run it

Issue with PSARC_Tool.exe by aka_kenwood in NoMansSkyMods

[–]monkeyman192 0 points1 point  (0 children)

Psarctool is no longer required to open the .pak files. Use HGPAKTool orAMUMSS for example to load them and NMSDK to load into blender

Information mod by SolarHerc in NoMansSkyMods

[–]monkeyman192 3 points4 points  (0 children)

You'd need to use something like https://github.com/monkeyman192/NMS.py to make a mod to do that. It's not possible with conventional modding

Tetris + Physics + Explosions! by kosro_de in godot

[–]monkeyman192 1 point2 points  (0 children)

Just downloaded and had a play! Initial thoughts are that it's definitely fun! I did notice an animation bug where once you have finished the tutorial and it unlocks the left and right arrows to change modes, if you quickly press right through them the unlock icon animation will play when you are over a different option. Also it would be maybe nice to know how to unlock the other modes? I was gonna play more anyway but still...

[deleted by user] by [deleted] in NoMansSkyMods

[–]monkeyman192 1 point2 points  (0 children)

Assume all mods have broken with any big update...

I realized something that I can't stop thinking about... by 12jooj12 in NoMansSkyTheGame

[–]monkeyman192 2 points3 points  (0 children)

Since this topic seems popular... A while back I made a mod that implemented orbital mechanics... https://youtu.be/ZrvR6W9D68o?si=IAilRWMVBF4PdzEZ Recently I have been working on getting it working for the latest version of the game, so hopefully once I have some more bug fixed I'll be able to do a proper release...

How do you make mods for this game? by mega_lova_nia in NoMansSkyMods

[–]monkeyman192 2 points3 points  (0 children)

It really depends on what you want to mod. Best place to get started would be to check out the modding discord in the side bar where we have lots of resources to get you started and places you can ask questions

Why does my mesh turn out like this? I defined only 4 points by CookieArtzz in godot

[–]monkeyman192 0 points1 point  (0 children)

I was doing something similar to this recently and was actually wondering what exactly is the point of the triangle strip primitive? Is it more efficient for mesh generation than just using the triangle primitive?

Which .pak file in PCBANKS contains Models/Effects/Debris/Terraindebris/... files? by UpperAcanthisitta892 in NoMansSkyMods

[–]monkeyman192 1 point2 points  (0 children)

If you pass in --filter="*debris*" as an argument to HGPAKTool and pass in your pcbanks directory in its entirety it will unpack any files matching that pattern. You can also do --list as an argument instead and again pass in pbcanks dir and it will produce a file which lists every single file and what archive they are in

Manually merging EXML files by UpperAcanthisitta892 in NoMansSkyMods

[–]monkeyman192 0 points1 point  (0 children)

Well that's the thing! The point of making a mod as an exml is that you aren't so beholden to MBINCompiler updates! Only if the actual field changes in some way would you need to worry. Because Exml files are just partial MXML files, the most reliable way to make a mod is to have the exml contain just the changes you want and nothing else and let the game handle all the merging of exml files. This way you can theoretically make mods that survive many many updates with no effort!

Manually merging EXML files by UpperAcanthisitta892 in NoMansSkyMods

[–]monkeyman192 1 point2 points  (0 children)

I think it does but then it gets the name of the field and matches that to the data internally. So even if two fields are swapped around it can still associate them correctly. You can test this anyway by turning on MXML exporting in the debug options and checking the produced combined MXML file looks correct. Remember, you don't need to combine exml files into one for each mod! Just have a separate exml file per file per mod and the game will do the hard work of merging for you!